- Moved BaseHouse's CheckAccount to AccountHandler for general use.

- Rented vendors can now be managed by all characters on the vendor owner's account.
- Corrected skill names displayed for skill bonuses on equipment. (Affected: Eval Intelligence -> Evaluate Intelligence, Forensics -> Forensic Evaluation, Lock Picking -> Lockpicking)
- Centralized skill name to cliloc conversion to AosSkillBonuses.GetLabel.
- Small SubtextSign fix hiding empty subtexts. (Not just nulls.)
- Added SA and HS power scroll skill arrays for future reference.
- Fixed house resizing not placing a temp no housing region for staff.
This commit is contained in:
eos 2012-04-15 02:36:01 +00:00
parent 9ceb0bc3c9
commit a3f8cb5fc6
11 changed files with 161 additions and 144 deletions

View file

@ -13,24 +13,24 @@ namespace Server.Items
* When used, the effect is not immediately seen without a gain of points with that skill or statistics.
* You can view your maximum skill values in your skills window.
* You can view your maximum statistic value in your statistics window. */
public override int Title
public override int Title
{
get
get
{
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
return 1049635 + (int)level; /* Wonderous Scroll (105 Skill): OR
* Exalted Scroll (110 Skill): OR
* Mythical Scroll (115 Skill): OR
* Legendary Scroll (120 Skill): */
return 0;
}
}
public override string DefaultTitle{ get{ return String.Format( "<basefont color=#FFFFFF>Power Scroll ({0} Skill):</basefont>", Value ); } }
private static SkillName[] m_Skills = new SkillName[]
{
SkillName.Blacksmith,
@ -72,11 +72,30 @@ namespace Server.Items
SkillName.Ninjitsu,
SkillName.Bushido
};
private static SkillName[] m_MLSkills = new SkillName[]
{
SkillName.Spellweaving
};
/*
private static SkillName[] m_SASkills = new SkillName[]
{
SkillName.Throwing,
SkillName.Mysticism,
SkillName.Imbuing
};
private static SkillName[] m_HSSkills = new SkillName[]
{
SkillName.Fishing
};
*/
private static List<SkillName> _Skills = new List<SkillName>();
public static List<SkillName> Skills
{
{
get
{
if ( _Skills.Count == 0 )
@ -89,19 +108,29 @@ namespace Server.Items
{
_Skills.AddRange( m_SESkills );
if (Core.ML)
_Skills.Add( SkillName.Spellweaving );
{
_Skills.AddRange( m_MLSkills );
/*
if (Core.SA)
{
_Skills.AddRange( m_SASkills );
if (Core.HS)
_Skills.AddRange( m_HSSkills );
}
*/
}
}
}
}
return _Skills;
}
}
}
public static PowerScroll CreateRandom( int min, int max )
{
min /= 5;
max /= 5;
return new PowerScroll( Skills[Utility.Random( Skills.Count )], 100 + ( Utility.RandomMinMax( min, max ) * 5 ) );
}
@ -109,7 +138,7 @@ namespace Server.Items
{
min /= 5;
max /= 5;
SkillName skillName;
do
@ -123,24 +152,24 @@ namespace Server.Items
public PowerScroll() : this( SkillName.Alchemy, 0.0 )
{
}
[Constructable]
public PowerScroll( SkillName skill, double value ) : base( skill, value )
{
Hue = 0x481;
if (Value == 105.0 || skill == Server.SkillName.Blacksmith || skill == Server.SkillName.Tailoring )
if ( Value == 105.0 || skill == Server.SkillName.Blacksmith || skill == Server.SkillName.Tailoring )
LootType = LootType.Regular;
}
public PowerScroll( Serial serial ) : base( serial )
{
}
public override void AddNameProperty( ObjectPropertyList list )
{
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
list.Add( 1049639 + (int)level, GetNameLocalized() ); /* a wonderous scroll of ~1_type~ (105 Skill) OR
* an exalted scroll of ~1_type~ (110 Skill) OR
@ -153,29 +182,29 @@ namespace Server.Items
public override void OnSingleClick( Mobile from )
{
double level = ( Value - 105.0 ) / 5.0;
if ( level >= 0.0 && level <= 3.0 && Value % 5.0 == 0.0 )
base.LabelTo( from, 1049639 + (int)level, GetNameLocalized() );
else
base.LabelTo( from, "a power scroll of {0} ({1} Skill)", GetName(), Value );
}
public override bool CanUse( Mobile from )
{
if ( !base.CanUse( from ) )
return false;
Skill skill = from.Skills[Skill];
if ( skill == null )
return false;
if ( skill.Cap >= Value )
{
from.SendLocalizedMessage( 1049511, GetNameLocalized() ); // Your ~1_type~ is too high for this power scroll.
return false;
}
return true;
}
@ -183,7 +212,7 @@ namespace Server.Items
{
if ( !CanUse( from ) )
return;
from.SendLocalizedMessage( 1049513, GetNameLocalized() ); // You feel a surge of magic as the scroll enhances your ~1_type~!
from.Skills[Skill].Cap = Value;
@ -211,9 +240,9 @@ namespace Server.Items
{
base.Deserialize( reader );
int version = ( InheritsItem ? 0 : reader.ReadInt() ); //Required for SpecialScroll insertion
int version = ( InheritsItem ? 0 : reader.ReadInt() ); // Required for SpecialScroll insertion
if (Value == 105.0 || Skill == SkillName.Blacksmith || Skill == SkillName.Tailoring)
if ( Value == 105.0 || Skill == SkillName.Blacksmith || Skill == SkillName.Tailoring )
{
LootType = LootType.Regular;
}